What this guide will do and what it will not do: This guide is meant to give guidelines of what to do for a character - advice on the best equipment on each category and strategies complementing builds. While the suggestions given within the guide will be adequate in generic situations, it may not answer specific questions that can and will present itself as you play.

*To quick find press ctrl + F on the keyboard and type the numerical code beside the section desired, view the example of [1] Weapons for the decimal numbering system 1 to 96 that are associated with specific elements, for specific pairings in Multielement, type lowest to highest value from left to right*

Weapons are separated into Defensive, Mid Defensive, Neutral, Mid Offensive, Offensive Lean with a further Defensive or Offensive nature effect categories to identify the range of procs best paired to a Lean for maximum output. Neutral may use any proc with equal average damage if stats meet Expected stats, no procs can be used at a loss of 2%/1.1 . For builds that are not of a Pure build's stat progression standard, there is greater damage and BtH compensation from higher procs as a special's damage and BtH is independent of stats and assume a Pure build's progression, special lucky strikes are scaled to Luck, Guardian Dragon is the only special whose Luck is assumed to be of Pure build. 20% proc is the standard value for specials, other proc values will be identified by their value, weapons that toggle among Melee/Ranged/Magic will be above the individual types, 100% procs are found only within Defensive Lean, 10 indicates no special and 20 indicates a special. Multielement category items have numbers from 1 to 8 behind the decimal that corresponds to an element in numerical order, items of eight elements or more will be without numbers.

Discontinued after March 17, 2010 were weapons of lesser Special Base and Random with no Special Lucky Strike percentages, as of March 21, 2010 Melee and Ranged weapons received a 4/3 Base and Random in comparison with Magic. Starting on March 21, 2010 weapons have 55.94% more Special BR% in comparison of Bun-Warrior's Sword against The Decapitator. Discontinued after November 20, 2014 is a multiplicative *1.09 for no proc and *1.02 for 100% procs with no specials, once it was recognized that multiplicative increases damage further than intended when there are at least two boosts. Starting on November 21, 2014 is an additive +9% for no proc and +2% for 100% procs with no specials, additive and multiplicative boosts interact with each other multiplicatively, this is discontinued as of Game Engine 44. Discontinued after December 4, 2014 is Special Lucky Strike% being equal to Neutral Armor Lean Stat%. Starting on December 5, 2014 Special Lucky Strike% is of a Neutral Lean modified by proc rate as with Special BR%. Starting on January 14, 2019 weapons from 2018 forward is a multiplicative *1.08 for no proc, *1 for 100% procs with specials and *1.1 for no specials, Special BR% was changed from round((1+10/Proc)*(1+0.03*PowLvl)*(1+MIN(2.1462*PowLvl+10.399,200)*(1+0.066*PowLvl)/16/(0.00375*PowLvl^2+0.5625*PowLvl+5.25))) to (1+10/Proc)*(1+0.03*PowLvl)*(1+MIN(2*PowLvl+30, 5*PowLvl, 250)*(1+0.066*PowLvl)/16/(0.00375*PowLvl^2+0.5625*PowLvl+5.25)) and Special BtH from FLOOR(MIN(2.1462*PowLvl+10.399,200)/8+IF(PowLvl<90,MAX(0.7123*PowLvl-19.111,0),MIN(5*PowLvl-400,200))/20+PowLvl/8) to PowLvl/4 + MIN(0.2*PowLvl+1.6, 25).

Armors are separated into Defensive, Mid Defensive, Neutral, Mid Offensive, Offensive categories to identify their Lean that modifies standard weapon output and intake, which are respectively 80%, 90%, 100%, 112.5%, 125%. Weapon special, Spell slot spell, Pet, Guest, Potions are independent of Lean, Defensive has optimal survival and equipment efficiency while Offensive has optimal battle speed but worst efficiency. Built in Skills/Spells either follow weapon element or are locked to an element with compensation determined by subtracting .25 if (Mid) Defensive from the lowest product between (select one of the armor's eight resistances - shield)/Expected resistance at player level and 130/locked element position relative to the selected resistance's element according to the Elemental Wheel Correct 130, Ally 115, Neutral 100, Poor 85 or Opposite 70. Dual element armors have slightly less resistance to better defend against less common dual element monsters that otherwise hit harder on a single element armor with a secondary resistance.

Discontinued after July 17, 2008 percentages are distributed between Base and Random with 100% Stat per hit. Starting on July 24, 2008 one value represented BRS%, this is discontinued after April 15, 2010. Starting on May 27, 2010 BR% increased by 37.89% and S% by 77.89% in a comparison of Noble Cyber-Rex Rider against Frostval Spirit Armor, this Interim standard is discontinued after August 05, 2010, armors are separated into Defensive, Neutral and Offensive Leans that determine points available for distribution among output, blocking and resistance this is discontinued after March 7, 2013. Starting on August 26, 2010 BR% increased by 36.25% and S% by 141.36% in a comparison Lesser Graceful Dracopyre against Fearsome Raiment. Starting on March 15, 2013 an Armor Lean status condition determines the output and intake modifier that does not determine points available for distribution between blocking and resistance.

Classes MD Demon/Frogzard/Pria/Emoran Knight scales to Level 70 through class levels, offers temporary class weapon/shield, Shield element Daze skill, Guest, two hit accurate skill, four hit skill with status effect, Guardians may switch to Defensive lean, skill that skips turn and attacks on second turn, receive a Defensive or Offensive passive, healing skill, two or four hit skill with status effect. Two and four hit skills are locked to armor element except the rank 10 skill of Frogzard. N Wizard Robes scales to Level 55 through class levels, offers armor element skill, Mp Guests, increased spell boost and cost, optional resistance to element opposite of armor, armor element spell, Guardians receive armor element resistance, spell based on turn charges, spell based on 6.4% of monster health, turn cost mana regeneration, spell with status effect, switch to standard or MC armors at Lv 75. They become utility at higher levels when a compressed slot is available or in quests with less elements finish off an enemy with a boosted spell, Generalist may be preferred for unspecialized boosts.